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		<h1>[name]</h1>

		<div class="desc">
		Base class for geometries.<br />
		A geometry holds all data necessary to describe a 3D model.
		</div>


		<h2>Example</h2>

		<code>var geometry = new THREE.Geometry();

		geometry.vertices.push(
			new THREE.Vector3( -10,  10, 0 ),
			new THREE.Vector3( -10, -10, 0 ),
			new THREE.Vector3(  10, -10, 0 )
		);

		geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );

		geometry.computeBoundingSphere();
		</code>

		<h2>Constructor</h2>


		<h3>[name]()</h3>
		<div>
		The constructor takes no arguments.
		</div>


		<h2>Properties</h2>

		<h3>[property:Integer id]</h3>
		<div>
		Unique number for this geometry instance.
		</div>

		<h3>[property:String name]</h3>
		<div>
		Name for this geometry. Default is an empty string.
		</div>

		<h3>[property:Array vertices]</h3>
		<div>
		Array of [page:Vector3 vertices].<br />
		The array of vertices holds every position of points in the model.<br />
		To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
		</div>

		<h3>[property:Array colors]</h3>
		<div>
		Array of vertex [page:Color colors], matching number and order of vertices.<br />
		Used in [page:PointCloud] and [page:Line].<br />
		[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
		</div>

		<h3>[property:Array faces]</h3>
		<div>
		Array of [page:Face3 triangles].<br />
		The array of faces describe how each vertex in the model is connected with each other.<br />
		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
		</div>

		<h3>[property:Array faceVertexUvs]</h3>
		<div>
		Array of face [page:UV] layers.<br />
		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
		</div>

		<h3>[property:Array morphTargets]</h3>
		<div>
		Array of morph targets. Each morph target is a Javascript object:
		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
		Morph vertices match number and order of primary vertices.
		</div>

		<h3>[property:Array morphColors]</h3>
		<div>
		Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
		Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
		</div>

		<h3>[property:Array morphNormals]</h3>
		<div>
		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
		</div>

		<h3>[property:Array skinWeights]</h3>
		<div>
		Array of skinning weights, matching number and order of vertices.
		</div>

		<h3>[property:Array skinIndices]</h3>
		<div>
		Array of skinning indices, matching number and order of vertices.
		</div>

		<h3>[property:Object boundingBox]</h3>
		<div>
		Bounding box.
		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
		</div>

		<h3>[property:Object boundingSphere]</h3>
		<div>
		Bounding sphere.
		<code>{ radius: float }</code>
		</div>

		<h3>[property:Boolean hasTangents]</h3>
		<div>
		True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
		</div>

		<h3>[property:Boolean dynamic]</h3>
		<div>
		Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
		Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
		Defaults to true.
		</div>
		
		<h3>[property:Boolean verticesNeedUpdate]</h3>
		<div>
		Set to *true* if the vertices array has been updated.
		</div>
		
		<h3>[property:Boolean elementsNeedUpdate]</h3>
		<div>
		Set to *true* if the faces array has been updated.
		</div>
		
		<h3>[property:Boolean uvsNeedUpdate]</h3>
		<div>
		Set to *true* if the uvs array has been updated.
		</div>
		
		<h3>[property:Boolean normalsNeedUpdate]</h3>
		<div>
		Set to *true* if the normals array has been updated.
		</div>
		
		<h3>[property:Boolean tangentsNeedUpdate]</h3>
		<div>
		Set to *true* if the tangents in the faces has been updated.
		</div>
		
		<h3>[property:Boolean colorsNeedUpdate]</h3>
		<div>
		Set to *true* if the colors array has been updated.
		</div>
		
		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
		<div>
		Set to *true* if the linedistances array has been updated.
		</div>

		<h3>[property:array lineDistances]</h3>
		<div>
		An array containing distances between vertices for Line geometries.
		This is required for LinePieces/LineDashedMaterial to render correctly.
		Line distances can also be generated with computeLineDistances.
		</div> 

		<h2>Methods</h2>
		
		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>

		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
		<div>
		Bakes matrix transform directly into vertex coordinates.
		</div>

		<h3>[method:null computeFaceNormals]()</h3>
		<div>
		Computes face normals.
		</div>

		<h3>[method:null computeVertexNormals]()</h3>
		<div>
		Computes vertex normals by averaging face normals.<br />
		Face normals must be existing / computed beforehand.
		</div>

		<h3>[method:null computeMorphNormals]()</h3>
		<div>
		Computes morph normals.
		</div>

		<h3>[method:null computeTangents]()</h3>
		<div>
		Computes vertex tangents.<br />
		Based on [link:http://www.terathon.com/code/tangent.html]<br />
		Geometry must have vertex [page:UV UVs] (layer 0 will be used).
		</div>

		<h3>[method:null computeBoundingBox]()</h3>
		<div>
		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
		</div>

		<h3>[method:null computeBoundingSphere]()</h3>
		<div>
		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
		</div>
		
		<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>

		<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
		<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>

		<h3>[method:null mergeVertices]()</h3>
		<div>
		Checks for duplicate vertices using hashmap.<br />
		Duplicated vertices are removed and faces' vertices are updated.
		</div>
		
		<h3>[method:Geometry clone]()</h3>
		<div>
		Creates a new clone of the Geometry.
		</div>
		
		<h3>[method:null dispose]()</h3>
		<div>
		Removes The object from memory. <br />
		Don't forget to call this method when you remove a geometry because it can cause memory leaks. 
		</div>

		<h3>[method:null computeLineDistances]()</h3>
		<div>
		Compute distances between vertices for Line geometries.
		</div>


		<h2>Source</h2>

		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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